Fullbright actors obscured by darkness from A_Light(-n)
Posted: Thu Dec 25, 2014 2:27
There wasn't any room to fit a version number in the subject. I found this while using 2.1.pre-412. Don't know how far back this goes, but it still happens in the last 1.9 dev build (pre-828), so it doesn't appear unique to 2.x.
When a weapon uses A_Light with a negative value, the darkness this creates will obscure/darken any fullbright actors in the player's view. This is especially noticeable with the "software" sector light mode setting, where visibility drops very quickly as distance from actors increases. In the software renderer, fullbright actors remain visibly fullbright when doing this, so I would assume this is a bug in GZDoom's GL renderer. Brightmaps seem unaffected by this.
There's a very basic example mod attached. While my hardware is pretty old (GeForce 9200), I asked Ed the Bat to try it out on his modern hardware (ie. hardware that can use 2.1's modern rendering), and he was able to reproduce this.
When a weapon uses A_Light with a negative value, the darkness this creates will obscure/darken any fullbright actors in the player's view. This is especially noticeable with the "software" sector light mode setting, where visibility drops very quickly as distance from actors increases. In the software renderer, fullbright actors remain visibly fullbright when doing this, so I would assume this is a bug in GZDoom's GL renderer. Brightmaps seem unaffected by this.
There's a very basic example mod attached. While my hardware is pretty old (GeForce 9200), I asked Ed the Bat to try it out on his modern hardware (ie. hardware that can use 2.1's modern rendering), and he was able to reproduce this.